The Let's Play Archive

Battletech

by PoptartsNinja

Part 633: Operation: Deserved Requital - Turn 6

Operation: Deserved Requital: Tactical Update 6

“Devastator down,” Chiarina brought her Sunder around the toppling Clan machine, keeping well clear to avoid a desperation tackle. The Clanner didn’t seem to have such a dangerous maneuver in him, but it never hurt to be cautious. She’d been about to gloat when the enemy pilot’s final shots struck her machine. A hit from a Gauss slug rocked the Sunder’s torso at least two degrees off center, and her damage diagnostic monitor flashed an angry red.

“Shit—they’ve penned my torso.” Her eyes fixed on the scrolling readout as the D.I. computer ran an automatic system test. After a moment she released the breath she hadn’t realized she’d been holding. “Nothing critical yet, but another hit like that and I might lose my lasers.”

“Understood, target down,” Lt. Caro replied, ignoring her damage report. “Earthshaker lance, pick a new primary and bring it down. Let’s see how many Assault `Mechs we can bag.”








Shooting Phase
Thunder Hawk (player)
- Fires Gauss Rifle at Kingfisher (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 8, hit Right Leg (23/38 armor remaining)!
- Fires Gauss Rifle at Kingfisher (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 6, miss!
- Fires Gauss Rifle at Kingfisher (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 8, hit Left Torso (0/28 armor, 7/19 structure remaining)! Crit!
- Fires Medium Laser at Kingfisher (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 9, hit Left Arm (15/30 armor remaining)!
- Fires Medium Laser at Kingfisher (4 base + 4 range + 1 movement + 0 enemy movement = 9): rolled 6, miss!
- Gains 10 heat, sinks 10!

Banshee (player)
- Torso-twists to threaten hex 1738!
- Fires Autocannon/10 (AP Ammo) at Kingfisher (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 6, hit Head (0/9 armor, 2/3 structure remaining)! Crit!
- Fires SRM-6 at Kingfisher (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 8, 3 missiles hit Rear Center Torso (11/29 structure remaining (Crit!)), Left Arm (13/30 armor remaining), Right Arm (28/30 armor remaining)!
- Fires Medium Laser at Kingfisher (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 7, hit Right Arm (23/30 armor remaining)!
- Fires Medium Laser at Kingfisher (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 6, hit Right Arm (18/30 armor remaining)!
- Fires Medium Laser at Kingfisher (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 6, hit Rear Center Torso (6/29 structure remaining)! Crit!
- Fires Medium Laser at Kingfisher (4 base + 0 range + 2 movement + 0 enemy movement = 6): rolled 8, hit Rear Right Torso (5/10 armor remaining)!
- Gains 21 heat, sinks 21!

Zeus (player)
- Fires Gauss Rifle at Kingfisher (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 7, hit Left Torso (0/19 structure remaining)! Torso destroyed! Arm blown off!
- - Damage transfers to Center Torso (3/45 armor remaining)!
- Fires ER Large Laser at Kingfisher (4 base + 2 range + 1 movement + 0 enemy movement = 7): rolled 9, hit Center Torso (0/45 armor, 1/29 structure remaining)! Crit!
- Gains 14 heat, sinks 24!

Sunder Prime (player)
- Fires Autocannon/20 at Kingfisher (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 8, hit Center Torso (0/29 structure remaining)! `Mech destroyed!
- Fires SRM-4 at Kingfisher (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 10, 3 missiles hit!
- Fires SRM-4 at Kingfisher (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 7, 4 missiles hit!
- Fires SRM-4 at Kingfisher (4 base + 0 range + 1 movement + 0 enemy movement = 5): rolled 8, 4 missiles hit!
- Gains 17 heat, sinks 30!

Archer (player)
- Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 2 range + 0 movement + 3 enemy movement = 8): rolled 9, 16 missiles hit Center Torso (12/17 armor remaining), Left Leg (14/19 armor remaining), Left Leg (9/19 armor remaining), Right Torso (14/15 armor remaining)!
- Fires LRM-15 (HE) at Battle Cobra Prime (3 base + 2 range + 0 movement + 3 enemy movement = 8): rolled 4, miss!
- Gains 11 heat, sinks 20!

Penetrator (player)
- Attempts to attack Battle Cobra A: No Line of Sight to target!
- Fires ER Large Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 7, miss!
- Fires ER Large Laser at Battle Cobra B (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 4, miss!
- Gains 25 heat, sinks 24!

Cestus (player)
- Attempts to attack Battle Cobra A: No Line of Sight to target!
- Gains 1 heat, sinks 24!

Caesar (player)
- Fires PPC at Battle Cobra B (4 base + 2 range + 0 movement + 3 enemy movement = 9): rolled 5, miss!
- Fires Gauss Rifle at Battle Cobra B (4 base + 2 range + 0 movement + 3 enemy movement = 9): rolled 5, miss!
- Gains 17 heat, sinks 32!

Cyclops (Allied)
- Fires Gauss Rifle at Nightstar (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 9, hit Right Leg (25/40 armor remaining)!
- Fires Gauss Rifle at Nightstar (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 7, hit Left Torso (17/32 armor remaining)!
- Fires LRM-10 (Deadfire) at Nightstar (2 base + 0 range + 2 movement + 1 enemy movement + 2 minimum range = 7): rolled 11, 8 missiles hit Left Torso (7/32 armor remaining), Center Torso (44/50 armor remaining)!
- Fires Medium Laser at Nightstar (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 9, hit Left Torso (2/32 armor remaining)!
- Fires Medium Laser at Nightstar (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 10, hit Right Arm (12/32 armor remaining)!
- Fires SRM-4 at Nightstar (2 base + 0 range + 2 movement + 1 enemy movement = 5): rolled 9, 3 missiles hit Right Torso (30/32 armor remaining), Right Leg (23/40 armor remaining), Right Torso (28/32 armor remaining)!
- Gains 19 heat, sinks 14! Overheating!

Warhawk Prime
- Fires ER PPC at Banshee (3 base + 2 range + 1 movement + 1 enemy movement - 1 targeting computer = 6): rolled 5, miss!
- Fires ER PPC at Banshee (3 base + 2 range + 1 movement + 1 enemy movement - 1 targeting computer = 6): rolled 7, hit Right Torso (15/30 armor remaining)!
- Fires LRM-10 at Banshee (3 base + 2 range + 1 movement + 1 enemy movement = 7): rolled 8, 6 missiles hit Right Arm (16/21 armor remaining), Right Torso (14/30 armor remaining)!
- Gains 35 heat, sinks 40!

Nightstar
- Torso-twists to threaten hex 1430!
- Fires Gauss Rifle at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement - 1 accurate weapon = 5): rolled 6, hit Left Leg (14/29 armor remaining)!
- Fires Gauss Rifle at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement - 1 accurate weapon = 5): rolled 6, hit Right Arm (11/26 armor remaining)!
- Fires ER PPC at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement - 1 accurate weapon = 5): rolled 5, hit Right Leg (19/29 armor remaining)!
- Fires Medium Pulse Laser (Clan) at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement - 1 accurate weapon - 2 pulse laser = 3): rolled 9, hit Right Leg (12/29 armor remaining)!
- Fires Medium Pulse Laser (Clan) at Cyclops (3 base + 0 range + 2 movement + 1 enemy movement - 1 accurate weapon - 2 pulse laser = 3): rolled 5, hit Right Torso (23/30 armor remaining)!
- Gains 27 heat, sinks 28!

Dire Wolf Prime
- Fires ER PPC at Thunder Hawk (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 4, miss!
- Fires ER PPC at Thunder Hawk (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, hit Center Torso (35/50 armor remaining)!
- Fires LRM-20 w/Artemis IV at Thunder Hawk (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 9, 16 missiles hit Left Torso (22/32 armor remaining), Left Leg (37/42 armor remaining), Left Arm (24/34 armor remaining), Right Torso (31/32 armor remaining)!
- Gains 38 heat, sinks 40!

Kingfisher E
- Torso-twists to threaten hex 1635!
- Fires ER PPC at Sunder (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 10, hit Left Leg (18/33 armor remaining)!
- Fires ER PPC at Sunder (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 7, hit Right Torso (0/28 armor, 17/19 structure remaining)! Crit!
- Fires Gauss Rifle at Sunder (3 base + 0 range + 1 movement + 1 enemy movement + 2 minimum range = 7): rolled 5, miss!
- Fires Gauss Rifle at Sunder (3 base + 0 range + 1 movement + 1 enemy movement + 2 minimum range = 7): rolled 7, hit Right Arm (15/30 armor remaining)!
- Fires ER Small Laser at Sunder (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 11, hit Left Arm (10/15 armor remaining)!
- Fires ER Small Laser at Sunder (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 3, miss!
- Fires ER Small Laser at Sunder (3 base + 0 range + 1 movement + 1 enemy movement = 5): rolled 3, miss!
- Gains 40 heat, sinks 32!

King Cobra
- Fires Gauss Rifle at Zeus (3 base + 0 range + 2 movement + 1 enemy movement - 1 targeting computer = 5): rolled 10, hit Right Torso (10/25 armor remaining)!
- Fires Streak SRM-6 at Zeus (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 10, 6 missiles hit Left Torso (23/25 armor remaining), Center Torso (24/26 armor remaining), Left Torso (21/25 armor remaining), Right Torso (8/25 armor remaining), Left Torso (19/25 armor remaining), Left Arm (20/25 armor remaining)!
- Fires Streak SRM-6 at Zeus (3 base + 2 range + 2 movement + 1 enemy movement = 8): rolled 7, fails to lock-on!
- Gains 7 heat, sinks 26!

Wolverine II
- Fires Ultra AC/5 (Ultra) at Caesar (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 7, 2 shells hit Center Torso (21/26 armor remaining), Right Arm (16/21 armor remaining)!
- Fires Medium Pulse Laser (Clan) at Caesar (3 base + 4 range + 2 movement + 0 enemy movement - 2 pulse laser = 7): rolled 7, hit Center Torso (14/26 armor remaining)!
- Gains 8 heat, sinks 20!

Battle Cobra Prime
- Torso-twists to threaten hex 1619!
- Fires Large Pulse Laser at Penetrator (3 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 5): rolled 2, miss!
- Fires Large Pulse Laser at Penetrator (3 base + 2 range + 2 movement + 0 enemy movement - 2 pulse laser = 5): rolled 5, hit Right Torso (14/24 armor remaining)!
- Fires Medium Pulse Laser at Penetrator (3 base + 4 range + 2 movement + 0 enemy movement - 2 pulse laser = 7): rolled 8, hit Right Torso (7/24 armor remaining)!
- Fires Medium Pulse Laser at Penetrator (3 base + 4 range + 2 movement + 0 enemy movement - 2 pulse laser = 7): rolled 7, hit Left Arm (14/21 armor remaining)!
- Gains 30 heat, sinks 26!

Battle Cobra B
- Torso-twists to threaten hex 1718!
- Fires ER PPC at Cestus (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 9, hit Right Arm (5/20 armor remaining)!
- Fires Medium Pulse Laser at Cestus (3 base + 4 range + 2 movement + 0 enemy movement - 2 pulse laser = 7): rolled 3, miss!
- Fires Medium Pulse Laser at Cestus (3 base + 4 range + 2 movement + 0 enemy movement - 2 pulse laser = 7): rolled 6, miss!
- Gains 25 heat, sinks 26!

Wyvern IIC
- Unable to act
- Gains 0 heat, sinks 24!

Battle Cobra A
- No Line of Sight to target!
- Gains 2 heat, sinks 26!



End Phase:
Wyvern IIC
- Must pass an 11+ consciousness test: rolled 6, fails!

Sunder (Player)
- Critical chance in Right Torso: rolled 6, no critical hits sustained!
- Must pass a piloting test or fall (5 base + 1 massive damage = 6): rolled 6, succeeds!



Next Turn’s Movement Phase
King Cobra
- Must pass a 3+ test to activate MASC: rolled 9, succeeds!
- Must pass a piloting test for turning on concrete (4 base + 0 distance traveled = 4): rolled 12, succeeds!








Player Status:




Ally Status




Opposing Force Status:




Special Rules
Strict Zell – Clan Cloud Cobra is strictly following their Clan’s interpretation of Zellbrigen.
Buildings – Unless otherwise noted, all buildings are Light CF and level 2
Hidden Units – All player units count as hidden until an enemy unit establishes Line of Sight. Units which have lost ‘hidden’ status do not regain it.

House Rule
House Rule: Minimum Range – Rather than scaling based on distance, the minimum range penalty is fixed at +2



Primary Objectives
- Recover intercepted Clan HPG transmission data from the Saeder-Krupp Interstellar facility (0/1)
- Extract Saeder-Krupp Interstellar personnel (4/10 turns)

Secondary Objectives
- Protect the Green Knight (0/1)
- Extract if Necessary (0/8)



Orders Due: Midnight Saturday!